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Donnerberg posted:In my mind, Firewatch is the culmination of things expressed on the Idle Thumbs podcast. Are there actually any proper mechanics in the game outside of the dialogue choices and standard adventure game interactions? Edit: And I don't mean that to be dismissive. Just wondering if it's a game where all your actions within the world are context sensitive rather than systemic. Hakkesshu fucked around with this message at 04:35 on Jan 29, 2016 |
# ¿ Jan 29, 2016 04:20 |
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# ¿ May 15, 2024 07:53 |
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Well, I just played through it in one sitting. I liked it, there were times where I thought it was legitimately exciting, almost reminding me of a 70s conspiracy thriller or something, but it definitely did not stick the landing. I think it just completely lacked any sort of emotional core - the characters were likeable enough, but I can't say I ever really felt invested beyond "I wanna find out what's going on here", ultimately the whole Ned/Brian reveal fell COMPLETELY flat for me and I did not give a poo poo because it felt like some other c-plot they shoved in at the end in an attempt to tie it all together. I had a strong distrust towards Delilah throughout pretty much the whole thing which in hindsight I don't think was intended. It's a well-made game in a lot of respects; it's a triumph of art design, and there are a ton of awesome little touches (love the sudden cuts and timeskips), but overall it just didn't come together for me. As far as walking sims go I do think it's one of the better ones just because there is at least an attempt at ambition on a design level, and it was just a very nice place to explore. But I don't think this is something I'm gonna remember particularly strongly 6 months from now. Hakkesshu fucked around with this message at 04:35 on Feb 10, 2016 |
# ¿ Feb 10, 2016 04:32 |
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CJacobs posted:Not necessarily. I got the sense that at least you're supposed to give a poo poo that Delilah gives a poo poo, but at some point it just felt like they were clumsily trying to strongarm an emotion onto the player, it just didn't work for me at all.
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# ¿ Feb 10, 2016 04:51 |
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CJacobs posted:With all of the ways there are to interpret Henry's reaction to the situation and eventually finding out the truth, you chose "they're trying to force me to feel something", huh. Yes? I'm not sure what you're getting at. I thought it was poorly executed.
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# ¿ Feb 10, 2016 04:54 |
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And for the record I don't think the game should have had some grand conspiracy plot or twist just for the sake it, because I'm also very sick of games that shoehorn that poo poo in at the very end, but that doesn't mean I found what they did to be very engaging or emotionally involving. They could've gotten there, I certainly felt it near the beginning, but by the end the narrative throughline felt forced and unearned to me.
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# ¿ Feb 10, 2016 05:14 |
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voltcatfish posted:I enjoyed my four hours But poo poo I haven't played a game that screamed WASTED POTENTIAL more than this one in quite a while. Yeah, even the dynamic dialogue system I didn't think was all that noteworthy. I tried playing it in a slightly different way from what I've seen in videos and sure enough the dialogue is different, but not meaningfully so, if that makes sense? Like at least what I've seen it doesn't really give much more insight into the characters or anything. Optimus Subprime posted:Did anyone else feel that the character study aspect of game being kind of weak? I think the game needed another hour or 2 to flesh out the Henry and Delilah relationship more. I didn't feel like she was my only life line since the game only took about 4 hours and I didn't feel vested in their relationship.
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# ¿ Feb 10, 2016 13:41 |
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Moldy Taxes posted:Has anyone gotten the scene in the trailer where Henry arrives at the cut wire and Delilah tells him someone else is in his tower? I've replayed Day 2 like three times to try and get it, but the only thing I have left to try is to try and bum rush the day without talking to Delilah. That pops up later on.
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# ¿ Feb 10, 2016 15:29 |
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The whole "games are power fantasies it's so refreshing to see a human story" is fine and all but that was a movement that began in indie games before this game even started development. Obviously it still is extremely far from the norm but by this point I've played dozens of games like that and I don't think this one does much in terms of storytelling to stand out or excel. I appreciate that they try to increase the scope a little bit in terms of world building, but it still wasn't quite enough to really impress outside of the art design.
Hakkesshu fucked around with this message at 15:55 on Feb 10, 2016 |
# ¿ Feb 10, 2016 15:52 |
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Calico Heart posted:This game looks absolutely fantastic, I've been excited for it ever since it was first announced. It was a little over four hours long for me and I can't tell you whether or not you want to replay it, but I personally did not feel particularly satisfied paying full price for it
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# ¿ Feb 11, 2016 13:59 |
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NESguerilla posted:Edit: why are practically all of these games set in the 80's? The devs actually said it was because of the Yellowstone fire that happened just prior to when the game is set. Fire lookouts aren't really a thing these days like they were back then.
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# ¿ Feb 12, 2016 03:11 |
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The subversion only works if you end up giving a poo poo about the story of Ned and Brian, whereas I felt it was a deviation from everything I considered relevant or interesting about the experience.
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# ¿ Feb 13, 2016 14:11 |
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Toady posted:I suppose it depends on why you think it's flat. Some people are mad they didn't find Area 51, but I thought it was fascinating seeing Henry and Delilah act paranoid, how they supported and suspected each other, and how they reacted to the truth. I guess because the game started off so grounded and was clearly being ambiguous about whether or not there really was an experiment, the ending was unsurprising (and sad--stepping over the boy's shriveled corpse, I felt so sorry for him). That's a helluva strawman you're packing there buddy
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# ¿ Feb 13, 2016 19:48 |
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Blind Rasputin posted:Id be down with spending a summer in one of those towers talking to a presumably dreamy lady over walkie talkie while picking up beer cans and finding turtles. Sign me the gently caress up. Same. Going several months without seeing any people? Why that just sounds like the perfect goon vacation
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# ¿ Feb 14, 2016 14:30 |
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CJacobs posted:Sure, but the critical difference is that if you have 120,000 subscribers on your youtube channel, you probably should take the 5 seconds to make note of the fact that playing the game live for an audience might have something to do with how you perceived it. She doesn't have an obligation to do that. It would be nice and polite of her, but it's not really her responsibility to qualify her opinions, she's not press.
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# ¿ Feb 16, 2016 00:08 |
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Cidrick posted:
I enjoyed Monument Valley a lot and thought it was more than worth the money, but I wasn't that happy with Firewatch hey yo what's up
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# ¿ Feb 16, 2016 17:13 |
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Funso Banjo posted:Any one of those things would have made this a good game. Don't do this, just tell us what you thought was missing instead of denying its existence as a game. Hell I didn't even like it that much and I still think it's a game.
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# ¿ Feb 22, 2016 22:48 |
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# ¿ May 15, 2024 07:53 |
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Macaluso posted:Please stop trolling by implying that the ending of Ethan Carter wasn't terrible It is a good companion piece to Firewatch in that "pretends really hard to be a genre story, WHOOP TRICKED U it's just actually very mundane" sort of way
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# ¿ Feb 23, 2016 10:45 |